IIRC, it involves creating a Texture2DParam on your target material called ‘SlateUI’ (if you drop a widget object into your blueprint, and check the details, you should be able to find the material it uses to render the widget. Run up back through the parents until you find the root material, and check the name of the texture parameter node there.). Then you just have to create a widget, initiate a dynamic material instance, and assign the widget’s texture to your material instance.